noticed another safe jump setup in a japanese video. must be what laxlight was referring to. this one might just work on everyone in the game?
after a backthrow you just hold up forward and then do j.strong. you will land safely in time if the other guy tries to do anything. it’s as simple as that
you can also pull it off after an izuna drop by walking back a little afterwards (thereby achieving the same distance you get after a backthrow), and then doing a meaty jump-in from there
remember to add in an option select slide or something for maximum effect
it is much easier to perform the j.strong safe jump compared to the j.fierce one, but the difference between the two is that j.fierce leaves you at a position much closer to the other guy (better for rushdown purposes?) whereas j.strong puts you more at footsie range. i suppose both of them will be useful
although your backthrow technique sounds great,i believe its only good for baiting an aa.cause once your opponent gets wind of it,it would lead into a needless throw/shoryuken guessing game on vega’s landing…but your j strong technique sounds good since you supposedly land at a distance right?gotta check this one out!
but the one that i mentioned is essentially this:
[media=youtube]k2vBuBcxIc0[/media]
but the only difference being guile cannot do much after landing his mk from that distance,but thankfully being a vega player you got better range(thus more variety of block strings) along with your walk in kara throw!also vega’s jump is a lot more faster which would make it work on gief too!(as i stated earlier).
well the backthrow and j.strong are essentially just a single setup/technique. again, it’s just that after a backthrow vega is able to do the mp safe jump you brought up
hopefully i am not being confusing but what happened was i didn’t see your reply before mine. so i was really just repeating what you said with minor variations lol
but yeah i noticed cat-k do a j.mp after backthrowing in this video (at 9:15)
[media=youtube]iVTwrxVM3qM[/media]
so i figured it was a safe jump setup. went into training mode to test it out and yeah, it works perfect!
At 1:59 in [media=youtube]iVTwrxVM3qM[/media], why did that not hit him? If it was either Ryu or Ken doing it to me it would have surely hit. I get it that rufus was slowly going from a crouch to a standing block, but that cross up should have got him… Or am I wrong?
as far as i know , j.Hp doesnt cross up , unless the oppoent is in a corner or after you walljump and do it at the peak
so basically it didnt hit coz it wasnt designed to do that i guess
On big characters you can cross up while they’re crouching, Zangeif for example. I’m going to hazard a guess that Rufus might be the same. Though I cannot tell what side that block icon is on. However it will cross up Geif.
Question: Why is Blanka such an asshole? I thought I was decent at the Blanka matchup, but boy was I severely kidding myself. That jerk slam can just throw out and random limb and beat Vega all day long while mixing banana smoothies in his blender. I read the matchup guide and it didn’t really say anything that I don’t already know. Also, I know there is tons of info floating around here with info on the Blanka matchup, but it’s spread out so much, and I can’t find it all. Could anyone please give me any pointers with this match? I’ll take Balrog over this green piece of ************************************************* anyday. Thanks.
Chritorisu: Please do, would be nice to see some more claw players about the place
And I’m agreeing with Rugal (Hope you dont’ mind my calling you that Rugalitarian, it’s either that or Ruggie ^_^) I still have epic problems myself against Blanka because he can just stand there and go “Counter, counter, counter, slide slide, counter, throw,” and there’s not a lot Vega can do seemingly at present
Jump in and cosmic heel. I never thought of doing this. if you do a really late jump in and plink your cosmic heel hey maybe you’ll get a jump in combo if it hits. But that’s not the point. If they block there should be a gap in blockstun that if people try to jab / throw tech out of will probably eat the cosmic heel. If they crouching block the cosmic heel a lot of characters get crossed up which makes for intense shenanigans. the whole point of using cosmic heel is to utilize it after + on frames and a jump in is the best way to do so… ingenious
the only problem is it might lose to mash throw tech unless it is airborne at just that perfet time (which would be omgmazing). Otherwise you would have to walk back and do it to stay out of throw range and you wouldn’t get the cross up shenanigans which is largely why I think this is so cool.
Also another awesome combo that is soooo useful, pretty hard to do though
st . lk
c. jab
c. mp
EX FBA
it’s amazing, since st. lk is the best part of your throw game. if you can integrate confirming into that combo ^^^ from using st. lk you will begin to see damage in places you never thought to look. The only problem is it is character specific . So without further ado, it works on
Cammy
Dhalsim
Chun
Guile (lol everything works on guile for some reason)
Gief (I think… some raeson i’m not so sure about that)
Sagat
Rufus
Viper
Rose
So not very many ppl. But if you can take advantage of that! You will have a huge advantage. Now I ambiguous corpsehop, st. lk, c. jab, c. mp Sagat instead of bigger investments in close fierce and c. mk. It’s soooo good. It’s hard to do because as soon as you do the st. lk you have to start charging down. Luckily vega’s godlike charge time makes this possible. With practice it’s pretty easy too because c. jab from st. lk is a 2 framer and you can plink the c.mp. El Fuerte can get hit by st. lk, c. jab, c. jab as seen in my combo video but obviously that’s a lot harder.
A friend and I actually got in a debate last night wherein I told him that consistently linking 1 frame c. jabs with Vega is impossible and not worth practicing at all because it is simply that hard. He said that I was being pessimistic and that I wouldn’t be able to actually get it down unless I actually thought I could. I told him that I had gone through 12 months of thinking that way and honestly I’ve never once thought that I could fall back on linking c. jabs. Even stand shorts. At leaset other 1 framers are plinkable. I’m pretty sure that the devs made linking c. jabs something that is possible, but not something you should try to do. It’s simply too hard. 1 / 30th of a second timing. The next worst is 1/15th where at least your chances of hitting it are doubled. I can link a c. jab into another c. jab probably 50% of the time, but c. jab into c. mp like 95% with plinking. But yeah what do you guys think? I DO link a bunch of c. jabs into c. mp ex FBA confirm on the ground every once in a while but even when I do that I’m just like “Holy shit… lucky” cause it’s normally not that easy.
EDIT: ^ I can phrase myself better in that debate I was talking about. I don’t thin I’m really getting my point across. I’m extremely hung over and tired and want to die, so please pardon my crappy typing and vague phrasing.
far :lk: -> low :lp: -> low :mp: -> EX FBA is also a cross-up on some characters (Gouken and some others). I’ll have to disagree with you about linking low :lp: being “not worth it”, though. If you can learn the timing for multiple low :lp: link, you also learn the timing for multiple low :lp: -> low :mp:/far :hk:/EX FBA/ low :lk: -> :lp: RCF. In addition, that carries over to other characters so their one frame links become easier (e.g. looking at 1 frame links from Bison’s low :lk: in order to increase BnB damage by 40-60 points). I grind the hell out of those combos every other day on my 360 controller; picked up a stick for the first time after 6-8 years on Friday night and could still do them, so it even carries over to completely different controls.
On a different note, I noticed everybody talking about safe jumps earlier. Does anybody go for jump-forward :hp: -> close :hp: -> :lp: RCF? Safe on block, allows you to punish back dashes with Cosmic Heel/slide on reaction (I could never get into using OS; just work on my reaction time instead), chip damage and space gain, possible mix-up into additional damage after. I need to look at Tatsu’s safe-jump on Ryu, though. Looks like very good stuff.
^ thats not what I mean though, I link into roundhouse and strong from jab all the time. I’m saying that thinking you can go into a match and reliably link c. jab is a fallacy because it’s just that difficult. I’m saying that it’s hard enough that it’s impossible to make consistent and isn’t worth the effort because you’re basically wasting your time. That’s why I said that bit about it being intentional. I’m pretty sure they knew plinking would work in this game so they left you the ability to combo semi-easily into stuff like strong and roundhouse but they made comboing multiple jabs difficult because it would net an increasingly high reward and they’d rather emphasize you comboing into the bigger things to either punish w.o a charge or punish with something bigger immediately so as to make hit confirming slightly more difficult with vega. Like if you’re playing footsies at mid screen, you do st. lk, person goes to tech throw, you do c. jab and you want to combo into EX FBA now, you have to do another c. jab, c. strong cancelled into the ex fba. That is extremely hard and I can honestly say I’d only hit something like that 40% of the time. After 12 months of practice it’s only that good. When I hit more than 2 c. jabs in a row im like =O!!! But imagine if you could do something like that and combo into EX FBA that easily. Vortex starts raping people, you start owning and ppl start cryin… I think they made it that way on purpose. my point is my consistency rate is like 40-50% on those now, right? Nowhere near good enough for me to think I can fall back on them. I’m saying that even if I trained endlessly, I probably would still only stay around that same success rate. It’s just that hard. I figured out the timing to c. jabs a long time ago when I had to figure out Vega’s hard trial 1. That day I spent like 2 hours just doing c. jab into strong to see how hard it was. Extremely hard. Then plinking came around… That was now easy. Jabs do not have that benefit. They are ALWAYS extremely hard to link. That’s why I’m saying it’s nonsensical to think you’d be getting some work done practicing linking c jabs over and over again. IMO, it’s impossible to make that consistent. It’s great when it works, just hard.
Maybe success rate varies from player to player? I actually went to some local matches on Friday (finally…) and I could hit low :lp: *2/3 -> w/e around 70%-80% of the time (usually into EX FBA for the wake-up games), so my practice actually carried over. I understand what you mean, though. Just those player differences.
Maybe you misread the description of the tournament, but “The main tournament will include 16 of Japan’s finest players who have been voted into the tournament, plus on-site qualifying tournaments for those who did not get in.”
“In addition there will be a female/beginner’s tournament, and a console character only tournament”
I have actually tried to incorporate st lk --> crlp–>crmp–> Ex FBA into my game a while ago. It does work well on the characters you mentioned IIRC, but for some reason I stopped using it. I think it had something to do with the cr lp missing on certain characters. I mainly use stlk into other moves now.
seriously fuck this shit , fuck EVO for starting this sort of crap
they make it seem like we’re handicapped or some shit , it aint a physical activity where we have a disadvantage , its fuckin pressing buttons .
From the way i see it these female only tourneys are practically saying " you suck and cant be in the same league as the real players , so here’s a silly side tourney that doesnt mean shit for you to play with each other in it you useless scrubs " ala Special Olympics